well, it wasn't really "together" before the end. it just could've made itself worthwhile and failed completely.
Can someone please tell me that there are more to the sidequest than these Far Cry-esque "Go to these corners of the map and pick these up" filler missions?
Please.
That's basically it. And they turn out to have no consequence whatsoever, double-invalidating them. Seriously, I can't stress enough that not a single sidething or the content of any zone had any bearing on any other part of the narrative. They really were exactly like MMO quests. You just do them and they're done and yay, now they're done. Occasionally they'll change the kind of random enemies wandering around a zone that you wish weren't there in the first place because it's just the same goddamn fucking two or three encounters over and fucking OVER again.
gaaah
so let's talk about two of the sidethings. one has you running around finding these planetarium orbs, which show you a picture of a constellation and a set of stars and ask you to connect the dots without retracing your steps. kind of simplistic, especially considering the -only other puzzle in the entire game- uses the exact same 'walk without retrace' mechanic, but whatever, a few of them required a minute or two of staring (I'm not that great at that kind of spatial logic). so I'm thinking, alright, each of these I complete unlocks a lore object that discusses the history of the constellation it describes, so I bet when I complete them all there'll be this side star-temple where we'll get some insight into the history of the world--like, to the Tevintir, a lot of the constellations represented old gods, right? so maybe we'll finally get to see a little more about what the old gods -were,- apart from just DWAGONS.
nope. the game didn't even notice that I'd finished them all. there was no interconnection, no bigger picture. just three connect-the-dots puzzles per zone that would point you to a loot cave.
also throughout the game, there are these skull things, orariums (oraria). you go into first person perspective and look around a bit to locate between one and five 'shards' that become visible when the center of your visions nears them. you can then go collect them. they lead to this temple with three sets of ever-deeper doors toward the back. each one requires X shards to open, and each layer you penetrate increases your main character's resistance to an element permanently. there's a fourth door near the front that's only available once you've finished all those behind the first three.
"Okay," think I. "I bet if I get them all there'll be some unique encounter behind there! or some deep secret! something truly tantalizing to make collecting all this bullshit worthwhile!"
nope. it was just one room with a perfectly ordinary pride demon encounter in it, the like of which I'd done many, many times already at the rifts.
oh, the rifts! the icons on my map! there are, what, between three and nine in every zone, maybe more? I wonder, say I, if when I've closed them all something final will come around! some major completionist challenge, a 'the pressure is bursting, quick, go take on this unique encounter and affect the plot in a meaningful way someone who hadn't done all the things wouldn't be able to' moment!
nope! game never mentioned that I'd sealed every rift.
seriously, -they are just side shit and literally nothing else.- one or two unlock wartable operations, which in turn unlock nothing. one or two can get you a mount, I guess? if the mounts don't make you want to kill yourself, which they should.
if Fallout 2's ending montage (bugginess aside) is a model of "congrats, you did good and fucked up, here's how!" then this game isn't even an RPG. this is Assassin's Creed. the side shit is just blurted all over your map to embigger your numbers. it serves zero narrative function, and playing it out is almost always just a question of going to a place, killing a guy, and occasionally using your Ecco the dolphin skills to find a hidden object.
I'm not sure it even qualifies as a "game." it's just...a wandering around simulator with combat you could sleep through after one hour endlessly mirrored over one hundred with zero variation in encounter design. none. oh, there are, like, two and a half different kinds of dragon. that's as experimental as they got.